Category Archive: PostNukeRP

  1. Garrys Mod Update 110

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    The Build and PostNukeRP server have been updated to 110.

    Added PHX content pack
    Changed default loading screen
    sv_client_predict now defaults to 1
    Ragdolls now copy skin, blood colour, material
    No longer crashes when modelprecache is full (instead refuses to load new models)
    Disabled scriptenforcer when playing demos
    Fixed ‘out of edicts’ error – won’t create new entities if we’re near the limit
    Servers can now define a loading screen for people joining their server (sv_loadingurl)

    [Lua] Fixed not being able to turn off player shadows
    [Lua] Added GAMEMODE:CalcViewModelView hook
    [Lua] Added ViewModel:ViewModelIndex()
    [Lua] Lua entities can override regular entities (when named the same)
    [Lua] Added Entity:StopParticleEmission()
    [Lua] Added Entity::CreateParticleEffect( strName, iAttachmentType, tabControlPoints )
    [Lua] Fixed bug in render.RenderView which meant that after enabling ortho mode you couldn’t turn it off again
    [Lua] Added GAMEMODE:PlayerCanPickupItem

    [TTT] Added first person ragdoll cam.
    [TTT] Added ability for Traitors to hang corpses on walls with the Magneto-stick.
    [TTT] Added Glock automatic pistol.
    [TTT] Added “X is innocent” radio command.
    [TTT] Added “Call detective” button to corpses.
    [TTT] Added debug messages to TTT entities for mappers (set “developer 2″).
    [TTT] Added check that forces sv_alltalk off if it’s on.
    [TTT] Changed gun ironsight positions to be lower (disable in settings).
    [TTT] Fixed flaregun scorch marks often not showing up.
    [TTT] Fixed thrown explosive barrel kills sometimes being attributed to victim instead of thrower.
    [TTT] Fixed Fretta map-only vote restarting while in progress.
    [TTT] Fixed ttt_damageowner not working well for certain physics-based traps

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  2. PN_WastedWaters_Beta_1

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    I have released beta 1 of Wasted Waters. I know there are some bugs with the map, I am currently working on them. Any bugs or issues that you come accross, post them on the GMDev Forums. The map is now on the live server and is ready for use.

    You can download the new map here.

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  3. Equipment Menu Ammo Hotfix

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    Forgot to post this last night. There was a bug that kept people from beeing able to drop ammy using the Equipment Menu. This has now been fixed. I have also changed it so when the command /dropammo is used it will open the Equipment Menu.

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  4. Wake Weapon Loss Bug – Hotfix

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    We may have finally found teh error that was causing this issue. We were finally able to catch a error when this acually happened to someone and were able to track down what we beleave is the issue.

    If anyone is still having this issue after the time of this post, please post on the GMDev forums.

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  5. PNRP Patch Notes 46 New Weapon System

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    The new weapons are now on the Live server. As said before, this is our first step for the skill system. All existing weapons owned by players have been converted to the new ones. You will notice some new types of weapons and some changups to the old lineup.

    One of the new items is the Shaped Charge. This can be used on Doors or Antlion Mounds. The shotgun can no longer bust down doors.

    I have also included in the patch notes the hotfixes that we have done since 45. The server will be back up after the upload is finished.

    1. Added New weapon system (by LostInTheWired) Existing weapons owned by players have been converted
    2. Added the ability to lower weapon using Walk-Right Click (Alt-Right Click by default)
    3. Added Shaped Charge (Can be used on Doors and Antlion Mounds)
    4. Added the ability to pickup Bulk Build boxes with F2
    5. Added the ability for Prop Allowed to override some of the blanket bans in prop control
    6. Fixed issue with Bulk Build not charging the player
    7. Fixed issue with having 1 grenade when loading
    8. Fixed Issue with door breaking if a co-owner left
    9. Removed Weapon Seats, regular seats can be spawned from the Q menu
    10. Optimized a few datastreams dealing with inventory
    Posted in PostNukeRP | 2 Comments
  6. Weapons, map, vault, and 1 year.

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    1Year
    This month marks the 1 year aniversary for PostNukeRP and the gamemode has come a long way over the year. Over the next couple of weeks we will probably plan some events on the Live server. During some of these events we will backup player save files so no items or resources are lost. I will post more here and on the forums as we plan them out.

    Weapons
    The weapon test last night was a success. Lost got some good data for additional tweaks to improve performance. This is the first step that we needed to take before starting on the new skill systems.

    Map/Vault
    Some news on WastedWaters. Originally I had planned on making a vault under this map, but due to hitting the brush limit, the vault it will become its own map. I have not decided on a name for the vault map, but since the cats out of the bag I will post some picks later on. This does mean it will shorten the time of compleation on WastedWaters.
    We are also going to tie the locations of the maps that we are making to each other. For example you will be able to see the vault door for Bunker on WastedWaters.

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  7. New Weapon System – Comming Soon

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    Just a FYI, we have started on a new weapon system (we as in LostInTheWired). This is the first step that needs to be taken before we start on the Skill systems. Currently we are going to be using the CSS weapon models since they are easily available. Later on we will look at a original set of models.

    As for the new map, its comming along.

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